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Magolis Compo Pack by The Compopack

Does anyone have really bad lags using a compopack map?


There are some large POIs that are demanding. (I assume lots of triangles and verts.) There are some POIs with lots of glass. There are some POIs with lots of reflective surfaces. When you start to dense-pack those POIs together in cities it compounds those issues. I suspect you're going to want to play around with Infinity and perhaps trim back on some of those POIs.

 
Question:  I notice each special area or giant POI in the AppData folder has its own rwgmixer.  Should I be seeing anything different in the logs for world generation as far as townships go?  (Like city, town, countrytown etc.)  Or anything different in world generation logs at all?

 
Question:  I notice each special area or giant POI in the AppData folder has its own rwgmixer.  Should I be seeing anything different in the logs for world generation as far as townships go?  (Like city, town, countrytown etc.)  Or anything different in world generation logs at all?
No the rwgmixer code simply gets added to the vanilla rwgmixer

 
Thanks so much Stallion and all.   You all deserve sex.  
 

I didnt install yet but have one question.  Is it easy to remove one town type from spawning?   Say I want everything the pack has except Fabbersville for instance.   How would I do that?  

 
Thanks so much Stallion and all.   You all deserve sex.  
 

I didnt install yet but have one question.  Is it easy to remove one town type from spawning?   Say I want everything the pack has except Fabbersville for instance.   How would I do that?  
Infinity  - select n for fabbersville.

Modlet use the individual modlets and not choose fabbersville or fabbersville poi tile set.

 
Wow thats awesome…


Infinity looks like it'll be super handy to run between campaigns to customize from categories on down to individual POIs.  Nothing you couldn't do with any file manager but a great straightforward tool that takes like a minute to configure as complicated a prefab set as you want.  A very nice companion to CP48.  EDIT: ...where there are 43 trader POIs alone in the 4GB set.

 
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Infinity looks like it'll be super handy to run between campaigns to customize from categories on down to individual POIs.  Nothing you couldn't do with any file manager but a great straightforward tool that takes like a minute to configure as complicated a prefab set as you want.  A very nice companion to CP48.  EDIT: ...where there are 43 trader POIs alone in the 4GB set.
Yes there is about that many traders  but some are multi traders others are fake traders so that 43 consists of them to

And infinity def what I wanted. A way players coud  fully customisable prefabs only wanted and they didn't have to sort thru poi/s they didn't want etc by loading a game and having to fly around etc.  but give players many options etc to. 

It is in its early stages tho and more to come as well 🙂

 
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So my FPS problems are pretty much gone. After a PC restart. Everything went fine. Until i was at the research vessel by Pille again. 10-15 FPS.  Going to the city afterwards where i had no troubles at all before i went to the vessel, i also have bad lag now. Only in the wilderness with no POI´s it´s normal. As soon as there is POI´s near, it lags badly.

So everything works just fine if i don´t go near the research vessel. That POI messes up my FPS everywhere wich only a restart fixes. At least for me. 

And a quick question using infinity: If i make a map using it, do all the others playing with me need the files i created in my mods and prefab folder? Or is it enough if they have the modlet installed? Same question for the server.

 
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I get NullReferenceException error during world generation(10k world), clean vanilla install CP48 in Mods folder (in 7D2D folder for user data).

I'm using Linux version

Full error from log:

NullReferenceException: Object reference not set to an instance of an object.
  at WorldGenerationEngineFinal.PrefabLoader.LoadPrefabs (System.Boolean _applyMapping, System.Boolean _fixChildblocks, System.Boolean _allowMissingBlocks) [0x00056] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0
  at WorldGenerationEngineFinal.WorldBuilder.PrepPrefabAndRoadGeneration () [0x00000] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0
  at WorldGenerationEngineFinal.WorldBuilder+<Generate>d__72.MoveNext () [0x001d7] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <6617aa42ebc747f19dd7531c2634ec26>:0

Not sure  what i'm doing wrong .. perchaps it's me using linux :(

EDIT: I can generate vanilla maps without problem so  it seems that base game is ok (I validated it just in case too)

 
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While I can't say 100% the specific POI you're looking for made it into the pack, many, many Medieval style POIs did make it in. @stallionsden even made a preview video a short while ago highlighting these specific POIs. Take a look, you may see the specific one you're looking for in there.




Thanks, I had a look and the POI at 0:56 is the one I meant.  AWESOME. Thank you for the vid.  Also that dragon POI is SICK 

 
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I get NullReferenceException error during world generation(10k world), clean vanilla install CP48 in Mods folder (in 7D2D folder for user data).

I'm using Linux version

Full error from log:

NullReferenceException: Object reference not set to an instance of an object.
  at WorldGenerationEngineFinal.PrefabLoader.LoadPrefabs (System.Boolean _applyMapping, System.Boolean _fixChildblocks, System.Boolean _allowMissingBlocks) [0x00056] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0
  at WorldGenerationEngineFinal.WorldBuilder.PrepPrefabAndRoadGeneration () [0x00000] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0
  at WorldGenerationEngineFinal.WorldBuilder+<Generate>d__72.MoveNext () [0x001d7] in <e6c642b6494d4bd885ef8dd84fa49ebc>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <6617aa42ebc747f19dd7531c2634ec26>:0

Not sure  what i'm doing wrong .. perchaps it's me using linux :(

EDIT: I can generate vanilla maps without problem so  it seems that base game is ok (I validated it just in case too)


Same problem here. It might be a case sensitive thing...

 
So my FPS problems are pretty much gone. After a PC restart. Everything went fine. Until i was at the research vessel by Pille again. 10-15 FPS.  Going to the city afterwards where i had no troubles at all before i went to the vessel, i also have bad lag now. Only in the wilderness with no POI´s it´s normal. As soon as there is POI´s near, it lags badly.

So everything works just fine if i don´t go near the research vessel. That POI messes up my FPS everywhere wich only a restart fixes. At least for me. 

And a quick question using infinity: If i make a map using it, do all the others playing with me need the files i created in my mods and prefab folder? Or is it enough if they have the modlet installed? Same question for the server.
If they have the modlet installed should be good.

Sake with server.  Tho I think prefabsbin the prefab folder always gives best result 👌.  Will take a look at the research vessel. 

 
Wow! So glad that my sweetheart asked if I'd check to see if there was a date. Fantastic news! ...having a "quick game" just became make new super cool world though, yikes. Off to it! Thanks for all the hard work and keeping us informed.

 
Infinity V1.3 is out

Changelog - 
Infinity V1.2
Fixed pathing issue that lead to a empty file with mega poi tile set casino
Fixed block id mapping failure of mega_university
Fixed map generation nre

Infinity v1.3

Fixed illegal memory error caused by the uni fix.

 
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The Modlet of "CP48 Complete" works when installed on Windows.

It does not when on a Linux server (same file) which makes me think its a case sensitivity issue.

Code:
2022-05-02T14:24:36 11.838 INF Border placement took 1.6485641 seconds
2022-05-02T14:29:47 322.724 INF Writing data files time passed: 43.3857223 seconds
NullReferenceException: Object reference not set to an instance of an object.
  at WorldGenerationEngineFinal.PrefabLoader.LoadPrefabs (System.Boolean _applyMapping, System.Boolean _fixChildblocks, System.Boolean _allowMissingBlocks) [0x00056] in <d4ada918396a4fec85e8744f879cad41>:0
  at WorldGenerationEngineFinal.WorldBuilder.PrepPrefabAndRoadGeneration () [0x00000] in <d4ada918396a4fec85e8744f879cad41>:0
  at WorldGenerationEngineFinal.WorldBuilder+<Generate>d__72.MoveNext () [0x001d7] in <d4ada918396a4fec85e8744f879cad41>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <78e7b8b0366947078a3cf35c4afac365>:0



Thanks for keeping this mod going.

LHammonds

 
The Modlet of "CP48 Complete" works when installed on Windows.

It does not when on a Linux server (same file) which makes me think its a case sensitivity issue.

Code:
2022-05-02T14:24:36 11.838 INF Border placement took 1.6485641 seconds
2022-05-02T14:29:47 322.724 INF Writing data files time passed: 43.3857223 seconds
NullReferenceException: Object reference not set to an instance of an object.
  at WorldGenerationEngineFinal.PrefabLoader.LoadPrefabs (System.Boolean _applyMapping, System.Boolean _fixChildblocks, System.Boolean _allowMissingBlocks) [0x00056] in <d4ada918396a4fec85e8744f879cad41>:0
  at WorldGenerationEngineFinal.WorldBuilder.PrepPrefabAndRoadGeneration () [0x00000] in <d4ada918396a4fec85e8744f879cad41>:0
  at WorldGenerationEngineFinal.WorldBuilder+<Generate>d__72.MoveNext () [0x001d7] in <d4ada918396a4fec85e8744f879cad41>:0
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <78e7b8b0366947078a3cf35c4afac365>:0




Thanks for keeping this mod going.

LHammonds
Are you running any mods or overhauls

 
Can someone explain why this happened.....? I just generated a new world and this is the first trader for the quest.

wtftrader.jpg

EDIT: Ok it seems like its SUPPOSED to look like this? I think? Can you let me know what pack has these type of POIs because I really only like things that generally fit the game more or less.

 
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Can someone explain why this happened.....? I just generated a new world and this is the first trader for the quest

EDIT: Ok it seems like its SUPPOSED to look like this? I think? Can you let me know what pack has these type of POIs because I really only like things that generally fit the game more or less.



Remove the files for all of the prefabs you dont want in your maps from the POIs folder BEFORE you generate the map. In previous versions, there was a list that RWG used to add prefabs to maps. Now in A20, anything in the Prefabs subfolder structure with the right xml lines will be added to the map.
 

 
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